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Post - https://kbin.earth/m/testing/t/2433074
Comment - https://kbin.earth/m/testing/t/2433213/-/comment/11568333
Post - https://piefed.social/post/829188
Comment - https://piefed.social/comment/8047856
Post - https://fedia.io/m/[email protected]/t/3480047
Comment - https://lemmy.world/comment/22813727
Surfel-based global illumination on the web
Cross posted from https://kbin.earth/m/[email protected]/t/2363483
Can we use WebGPU to compute real-time global illumination with surface patches called surfels? Does it look good enough? Is it fast enough? And can we finally construct viable compute-heavy rendering pipelines right here on the open web? Join me on this journey and let's find out!
Surfel-based global illumination on the web
Can we use WebGPU to compute real-time global illumination with surface patches called surfels? Does it look good enough? Is it fast enough? And can we finally construct viable compute-heavy rendering pipelines right here on the open web? Join me on this journey and let's find out!
https://juretriglav.si/surfel-based-global-illumination-on-the-web/Open linkView original on kbin.earthBillions of triangles in minutes
Early this year, NVIDIA released their new raytracing technology, RTX Mega Geometry, alongside an impressive Zorah demo. This demo was distributed as a ~100 GB Unreal Engine scene - that can only be opened in a special branch of Unreal Engine, NvRTX. The demo showcased the application of new driver-exposed raytracing features, specifically clustered raytracing, in combination with Nanite clustered LOD pipeline - allowing to stream and display a very highly detailed scene with full raytracing without using the Nanite proxy meshes that Unreal Engine currently generates for raytracing.
As this was too Unreal Engine specific for me, I couldn’t really experiment much with this - but then, in early September, NVIDIA released an update to their vk_lod_clusters open-source sample, that - among other things - featured Zorah scene as a glTF file. Naturally, this piqued my curiosity - and led me to spend a fair amount of time to improve support for hierarchical clustered LOD in meshoptimizer.
GPU utilisation and performance improvements
Drill deep into a GPU’s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on i…
https://interplayoflight.wordpress.com/2025/08/29/gpu-utilisation-and-performance-improvements/Open linkView original on kbin.earthThe hidden cost of shader instructions
I posted a few days ago a screenshot of the long shader ISA code produced by the RGA compiler for a single atan2() instruction. The post got quite a large engagement and it felt like a lot of peopl…
https://interplayoflight.wordpress.com/2025/01/19/the-hidden-cost-of-shader-instructions/Open linkView original on kbin.earthTo Early-Z, or Not To Early-Z
One of the things we often take for granted on GPUs is the idea of early Z testing. It’s the main reason why Z prepasses exist at all, and it’s one of the things that has allowed forward rendering to remain viable without being completely overwhelmed by pixel shader overdraw (instead it merely gets overwhelmed by quad overshading, but I digress)...
https://therealmjp.github.io/posts/to-earlyz-or-not-to-earlyz/Open linkView original on kbin.earth